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On Presence and Interactivity within Cinematic VR
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시네마틱 VR의 현존감과 상호작용성에 대한 고찰

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Type
Academic journal
Author
Chang, Woo Jin (아주대학교)
Journal
Dongguk University Research Center for Image Cine forum Vol.36 KCI Accredited Journals
Published
2020.8
Pages
9 - 46 (38page)
DOI
10.19119/cf.2020.08.36.9

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On Presence and Interactivity within Cinematic VR
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Abstract· Keywords

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This paper defines cinematic VR as a type of VR for a 360-degree live-action film with narrative or the film itself using this VR technology. Cinematic VR is distinguished from traditional VR which is based on a computer graphic generated environment with sensory interactivity. Through comparison with VR games, this paper focuses on presence and interactivity within cinematic VR, which is still in various experiments and challenges.
Presence is the goal of VR technology. It doesn"t just happen only through VR technology. The history of cinema shows that the sense of presence has been strengthened in its way. We need to distinguish presence in films from video games. The difference between presence of both media is not the object of a judgment of superiority. Instead, it is rather the basis for creating a unique sense of presence of each medium. In this paper, I argue that VR technology doesn"t make movies present newly. I also insist that when we think about presence in cinematic VR, we need to consider how it can strengthen the dramatic emotions within the narrative.
On the other hand, this paper discusses interactivity within cinematic VR, in reference to the debate of narratology vs. ludology in game studies. Previous studies suggested three things as alternatives to the lack of interactivity within cinematic VR; the consistent use of 1st person perspective view, the implementation of an interactive narrative structure, and non-mediation. This paper points out the narrative rigidity caused by the maintenance of the 1st person perspective, argues not to limit the interactivity of cinematic VR to the interactive narrative, and emphasizes the need for exploration and consideration of the dynamics of non-mediation and hypermediation.

Contents

1. VR의 열풍과 귀환, 그리고 VR 영화의 등장
2. VR, VR 영화, 그리고 시네마틱 VR
3. 시네마틱 VR의 현존감과 몰입
4. 시네마틱 VR의 상호작용성과 내러티브
5. 맺음말
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Abstract

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UCI(KEPA) : I410-ECN-0101-2020-688-001101357